With uncompromising mental prowess, the battlemind scans the battlefield and quickly comes up with, ostensibly, the perfect countermeasure for the fight.
The battlemind is an archetype of the black belt class.
Martial Brilliance (Ex)
The battlemind adds his Intelligence modifier to his other ability scores for the purpose of meeting the prerequisites of combat feats. Additionally, any other black belt class features or talents that use Wisdom use Intelligence instead.
This ability replaces martial cunning.
Martial Tactician (Ex)
When the battlemind uses martial flexibility to acquire one or more combat feats, he may have a number of allies within 30 feet equal to his Intelligence modifier also gain the benefits of any feats acquired via martial flexibility, even if they themselves do not qualify for it; the battlemind himself must qualify, as per normal. They do not need to remain within 30 feet of the battlemind, however. When used in this manner, martial flexibility only lasts for a number of rounds equal to the battlemind’s Intelligence modifier, to a maximum of 5 rounds. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat by any ally while using this ability count toward that feat’s daily limit as if the battlemind and all allies “share” a single feat.
This ability modifies martial flexibility.
AC Bonus (Ex)
A battlemind is trained to recognize “tells” in enemy attacks and dodge accordingly. At 1st level, when unarmored and unencumbered, the battlemind adds his Intelligence modifier (if any) to his AC and his CMD. In addition, a battlemind gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four black belt levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the battlemind is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
This ability replaces tough skin and AC bonus gained at 3rd level.
Battle Reading (Ex)
At 3rd level, the battlemind gains an even deeper understanding of combat that allows him to perform a battle reading. A battle reading is much like a Knowledge check for monster lore or to recall intrigues or a Spellcraft check to identify, except the battlemind makes an unarmed attack as though he were attacking that opponent using his Intelligence modifier in place of his Strength. Unlike the normal use of monster lore/recall intrigues, this ability only tells the battlemind about whether or not that opponent has damage reduction or energy resistance (but not what damage type overcomes it or what elements it resists) and any offensive abilities they have (such as, but not limited to, any ability that requires an attack roll or CMB check, a saving throw, any ability that “improves” their offense by adding extra damage or critical modifiers, whether or not they can cast offensive spells and so forth.). A battle reading can only be used to identify spells that deal damage to hit points or ability scores, inflict negative status effects or “damage increasing” effects, like Enspell/Ohspell or Magic Weapon. Unlike an actual knowledge or spellcraft check, this ability is based on the battlemind’s skill at reading his opponents, rather than relying on learned information, as a result particularly obscure or unique monsters or techniques do not increase the DC. Common monsters or techniques do reduce the DC, however.
This ability replaces maneuver training.
Unorthodox Technique (Ex)
At 4th level, once per day, when using martial flexibility to grant only himself access to a combat feat, he may ignore a single non-race prerequisite for the feat. The battlemind must still be physically capable of using the feat, however. (For example, while he may be able to ignore needing a bite attack for a feat, it’s useless to him if it requires him to make a bite attack. On the other hand, a feat that has power attack as a prerequisite, but does not actually require the battlemind to use power attack functions normally.). At 10th level, the battlemind may use this ability twice per day; at 16th level, he may use it three times per day. Only one prerequisite per feat may be ignored via this ability.
This ability replaces knockout.
Mental Blow (Ex)
At 7th level, a battlemind can strike an opponent in such a manner that they suffer from temporary amnesia. As a full-round action, the battlemind spends an aggression point and makes a single unarmed attack. If it hits, the target must make a Will save (DC 10 + half the black belt’s level + his Intelligence modifier) or lose all skill ranks, spells known and activated feats, as well as its extraordinary, supernatural, and spell-like abilities for a number of rounds equal to the battlemind’s Intelligence modifier. Each round at the start of the target’s turn, the target can attempt another Will save to end this effect.
This ability replaces focus.
Battle Simulation (Ex)
At 7th level, a battlemind’s unmatched mental prowess allows him to constantly perform complex and highly accurate mental simulations of enemy attacks, allowing him to prepare the appropriate defenses. The battlemind gains a bonus on saving throws and a dodge bonus to AC equal to half his black belt level against any special attacks, spells or supernatural abilities he is aware of because of a battle reading or an appropriate Knowledge skill. Generally speaking, a “special attack” is something that requires a specific action that isn’t a basic attack/combat maneuver or replacement for a basic attack (For example, a Blitz technique wouldn’t be affected, but a combo finisher would.)
This ability modifies exploit weakness.
Martial Apotheosis (Ex)
At 18th level, when deciding to use unorthodox technique, the battlemind may ignore any number of additional prerequisites by spending that many uses of martial flexibility. This is in addition to the “free” ignored prerequisite granted by unorthodox technique.
This ability replaces five point palm exploding heart technique.